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A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning

A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning
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Author(s): Shahnaz Kamberi (Stratford University, USA)
Copyright: 2017
Pages: 22
Source title: Integrating an Awareness of Selfhood and Society into Virtual Learning
Source Author(s)/Editor(s): Andrew Stricker (The Air University, USA), Cynthia Calongne (Colorado Technical University, USA), Barbara Truman (University of Central Florida, USA) and Fil Arenas (The Air University, USA)
DOI: 10.4018/978-1-5225-2182-2.ch006

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Abstract

This chapter outlines how and why virtual worlds are the best gaming environments for female game players. It explores strategies for utilizing this information to provide a mass multiplayer online game environment to improve the negative perceptions of computer science and programming by teenage girls. The author shares insights from a case study involving workshops, utilizing a 3D virtual world called Gamher World to teach Java programming to forty-nine 13- to 17-year-old girls. The chapter concludes with recommendations for using virtual worlds to improve the methods used to introduce STEM to girls.

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